Component:PBS MultiUV Metallic

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Component image 
PBS Multi UV Metallic component as seen in the Scene Inspector

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't.
HighPriorityIntegration Bool If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
_shader Shader Internal.
AlbedoScale Float2 Template:Material AlbedoScale
AlbedoOffset Float2 Template:Material AlbedoOffset
AlbedoUV Int The UV map index Albedo map should use.
EmissionMapScale Float2 The UV scaling of the emission texture.
EmissionMapOffset Float2 The UV offset of the emission texture.
EmissionMapUV Int Template:Material EmissionMapUV
NormalMapScale Float2 The UV scaling of the normal map texture.
NormalMapOffset Float2 The UV offset of the normal texture.
NormalMapUV Int Template:Material NormalMapUV
OcclusionMapScale Float2 The UV scale of OcclusionMap
OcclusionMapOffset Float2 The UV offset of OcclusionMap.
OcclusionMapUV Int Template:Material OcclusionMapUV
SecondaryAlbedoScale Float2 Template:Material SecondaryAlbedoScale
SecondaryAlbedoOffset Float2 Template:Material SecondaryAlbedoOffset
SecondaryAlbedoUV Int Template:Material SecondaryAlbedoUV
SecondaryEmissionMapScale Float2 Template:Material SecondaryEmissionMapScale
SecondaryEmissionMapOffset Float2 Template:Material SecondaryEmissionMapOffset
SecondaryEmissionMapUV Int Template:Material SecondaryEmissionMapUV
AlbedoColor ColorX The color to multiply the texture of the albedo (base color) with. Basically a tint. Default white.
AlbedoTexture ITexture2D The texture to use as the color of the surface.
EmissiveColor ColorX The color to multiply the texture of the emission (glowly color) with. Basically a tint. Default white.
EmissiveMap ITexture2D The texture to use as the glowing (emission) color of the surface.
NormalMap ITexture2D The normal map is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface.
NormalScale Float How much to scale up the effect of the normal map.
OcclusionMap ITexture2D Used to specify surface parts in eternal shadow due to being close to other mesh parts.
SecondaryAlbedoTexture ITexture2D Template:Material SecondaryAlbedoTexture
SecondaryEmissiveColor ColorX Template:Material SecondaryEmissiveColor
SecondaryEmissiveMap ITexture2D Template:Material SecondaryEmissiveMap
Culling Culling Whether to show the material on the front, back, or both sides
AlphaHandling AlphaHandling How to handle alpha values in pixels on the AlbedoTexture.
AlphaClip Float Any alpha value below this amount is not rendered for any given pixel when cutout is enabled.
OffsetFactor Float how much this material should be pushed forwards or backwards on the depth buffer factor wise
OffsetUnits Float how much this material should be pushed forwards or backwards on the depth buffer unit wise
RenderQueue Int changes at which point a material renders on the render stack
Metallic Float The metallicness of the material in the absence of MetallicGlossMap.
Smoothness Float Template:Material Smoothness
MetallicMap ITexture2D Metallic Maps
MetallicMapScale Float2 Template:Material MetallicMapScale
MetallicMapOffset Float2 Template:Material MetallicMapOffset
MetallicMapUV Int Template:Material MetallicMapUV

Usage

Examples

Related Components